Aeon Gun ACU

Did I just see build walls and eco given as a suggestion to stop an Aeon gun com?

Here's a new idea: what if you make the increased range an active ability with a cooldown.

"Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time."

Newest map: luminary.png

here's an idea: remove the range advantage

Keep the range advantage but nerf the OC range.

if people do not want to remove auto oc and require more micro then just use the on enabled for "Overcharge" to increase overrall ACU Gun range, and when its not enabled then the range returns and is decreased from what it is right now by (DEFAULT) around 20-30% , it makes OC a lot more valuable and gives it a unique downside and upside.

If people are against I can think of a few more interesting things you could do for gun-oc synergy

SIMPLY, OC = Equal More Gun Range and NO OC equal less gun range but this is only enabled when the gun upgrade is added.

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i don't get why we need weird gimmick mechanics to fix broken stuff

@ftxcommando said in Aeon Gun ACU:

Why do people propose making a third gun upgrade before actually giving a reason for Aeon to have a 35 gun in the first place

The Aeon Sniper-Com is one of the most game-changing units in FAF.

Removing such a powerful ability -Reducing the range- even if it deserves to be removed,
will cause some strong-worded feedback, as seen in some posts above.

Those of us who are suggesting a 3rd upgrade, well...
we're doing that so there isn't such a big and sudden drawback to the ACU and the Aeon faction.

Blatantly removing the upgrade will result in a heavy backlash, I can imagine.
Especially from those who are passionate about that faction.
(I know I would be displeased to hear one of the UEF units getting a sudden nerf.)

A third upgrade not only would allow a player to keep the familiarity of the Aeon ACU
-still being able to use its range, but with a little more delay in between upgrades-
but, would also place the Aeon ACU as a whole in a much better and more balanced slot.


Is there a real reason as to why the Aeon Sniper-Com should have that extra range, to begin with?
No. Or at least, probably not.

But as @IndexLibrorum stated, we don't want reskins of the same unit for all factions - otherwise the game would be significantly less interesting.
And I'm sure all players would agree with me on that take.

It's nice to have a little diversity here and there.
Granted, even if that means one unit is slightly stronger than others.
And that's why we're offering our suggestions of allowing the Aeon ACU to keep its range - albeit with more balancing through a 3rd upgrade.


I mean, you know my take on this...
As an enthusiast of a different faction - I would be thrilled to see the range removed!
But, yet, here I am trying to suggest a way so it doesn't get removed.

That's saying something.


~ Stryker

( ͡° ͜ʖ ͡°)

Faction diversity should stem from solving issues the faction faces in a unique fashion. Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.

@ftxcommando said in Aeon Gun ACU:

Faction diversity should stem from solving issues the faction faces in a unique fashion.

I completely agree with you.
Though, with uniqueness comes imbalance - regardless of how much adjustment someone may do.
And this is why, unfortunately, we're facing that exact issue here.

I doubt the range would ever be 'balanced' or 'fair', due to many, many factors.
But at least, we as players, are trying to offer feedback to help place said unit in a fair and more balanced position.


Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.

Is that not one of the reasons why this post exists? To avoid lazy balancing?
We're here to discuss what can be done - to get more viewpoints from players, no?
I fail to see how this could classify as lazy balancing.


~ Stryker

( ͡° ͜ʖ ͡°)

I don't consider removing a needless upgrade to be lazy balancing because I don't see any purpose the upgrade serves beyond making Aeon stronger in their strongest game segment. I already suggested that if any faction needs the increased range utility it would be Cybran. Lazy balancing would be equalizing aurora to every other tank rather than something like the lab/blaze change which gives Aeon an out for a weakness they have in a unique way.

If no one can name a weakness in Aeon that gun range is there for, it's just there just because it is. At which point, just give it to Cybran anyway.

Can we just revert Aeon T2 to what it used to be?

Aeon t2 used to be skipped entirely so you have to be more specific

💩💩💩

put the xbox units in the game pls u_u

lol aeon t2 strongest in the game? best t2 air and best t2 land

How about making the aeon sniper ACU require a 'sniper mode' akin to the seraphim sniper bot? Ie, something that slows the commander's move speed down dramatically?

In Beta, the Range Upgrade for the ACu is Split into 2 Upgrades

"The needs of the many outweigh the needs of the few" - Spock

Edit: Just did the math. Aeon gun is now double the cost (both mass and energy) of other guns for a whole 5 meters, which is silly.

I am not fond of this change. 5 meters is not a lot, and already requires significant attention & micro to utilize. The synergy with Chrono is admittedly cool, but the cost of the second range upgrade is way too high.

Lol.

@immortal-d said in Aeon Gun ACU:

5 meters is not a lot,

Then don't get the 2nd upgrade